The image size limit has been raised to 1mb! Anything larger than that should be linked to. This is a HARD limit, please do not abuse it.

Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.

Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!

[BSG] Daybreak Game 3 Turn 22: CAG Louanna “Kat” Katraine (Preda)

After forty years passing without a single word from the Cylons, they returned, and all but eradicated the human race. In this time of strife, they must put aside the petty differences that once separated them and focus on one thing — survival.

Humanity's only hope of a future is to find a new home; a place called Earth. The Cylons, however, are in constant and tireless pursuit. They now look, breathe and bleed exactly like humans. Cylons have infiltrated the Fleet, destroyed resources, and threaten to finish the extermination they have begun. The humans have no choice but to run, plagued by the paranoia of an indistinguishable enemy.

Are you a Cylon who will help to erase any memory of the human race? Or will your resilience and determination to survive prove to the Cylons that humanity is worth saving?

In the basic version of the game, players take the roles of prominent figures in the remainder of humanity working toward the goal of reaching Kobol, the first step on the long road toward the legendary planet Earth. However, hidden among their ranks are Cylon infiltrators, who seek to end humanity for once and for all. The Pegasus expansion adds a new scenario following the second leg of humanity’s journey, to the settlement of New Caprica and the subsequent escape after the Cylons discover and occupy the planet. Pegasus joins the fleet to provide support and additional options, and the new role of Cylon Leader is introduced, whose goals may differ from their fellow Cylons. The Exodus expansion adds three modules to the game, including the Cylon Fleet board and CAG title, new Loyalty Cards in The Final Five and Personal Goals, and the Ionian Nebula goal, which introduces more effects through Trauma tokens that affect both the players as well as new NPCs among the fleet. The Daybreak expansion introduces Mutiny Cards that can help the humans but with risks and drawbacks and a final goal, Earth. The search for home requires a longer journey, but is aided by the presence of a new ship, the Demetrius, from which challenging but rewarding effects may be gained. The following rules apply to the new situations and rules introduced in the Pegasus, Exodus, and Daybreak Expansions. For rules that apply solely to the base set, look to one of the older games.

Secrecy is an important part of this game! As such, the following rules must be followed at all times:

You may not tell other players the exact value/type of cards that are in your hand, that you plan to put into a Skill Check, or what you had put into a Skill Check after it is resolved. You may still use vague terms to describe the cards you hold/play: “this should help a lot” or “this should help a little” are reasonable; “this should help a medium amount” can be said for multiple cards.

If an ability or action allows you to look at the top card of any deck, you are not allowed to tell the other players what that card is or any specific information about it.

When discussing Loyalty cards, specific information cannot be mentioned: for "You Are Not A Cylon" cards, no discussion of Personal Goals is allowed, if any is present, and for "You Are A Cylon" cards, no discussion of reveal effects is allowed. Similar applies for Cylon Leader Agendas and Motives.

All communication between players must be made through this thread. No private conversations allowed!

All players, whether Human or Cylons, must adhere to these rules; Revealed Cylons may not show their hands to other players or reveal their Super Crisis card until they play it.

All actions should be reported in the thread in bold forestgreen for them to be recognized. Movement, skill card use, ability use, discards, etc. all apply. On skill checks, the rules state that submissions to the check are made beginning with the player after the active player then continuing in turn order, ending with the active player. However, you can make a submission out of order if you know what you wish to play. It is recommended that you discuss with your fellow players if you are uncertain how much you should contribute. Final submission numbers will be given by the GM at the time of resolution.

There are a number of Skill Cards that can be played under certain conditions. Please refer to the Skill Cards section for the effects of each card. For the purposes of keeping things moving at a good pace, I recommend sending me a PM with guidelines or instructions in advance detailing the circumstances in which you want to use them.

Skill Cards that come before events:
Before die rolls: Strategic Planning
Before skill checks: Investigative Committee, Support the People, Political Prowess, At Any Cost, Restore Order, Guts and Initiative, A Second Chance, Scientific Research, Jury Rigged
Before combat rolls: Run Interference, Best of the Best

Skill Cards that come after events:
After die rolls: Calculations
After skill checks: Declare Emergency, Change of Plans
After combat rolls/results: Major Victory, Evasive Maneuvers
After a discard: Sabotage

Observers can post with commentary, but should avoid strategic discussions. Observers should also post in dodgerblue italics to distinguish them from the players.

The Board

Above, the main game board at the beginning of the game, before characters are placed. The fleet has four resources that will deplete over the course of the game: Fuel (starts at 8), Food (starts at 8), Morale (starts at 10), and Population (starts at 12). One Basestar and three Raiders are deployed at the fore of Galactica, two civilian ships at the aft, and one Viper Mk. II in each of the port-bow and port-quarter areas.

Battlestar Pegasus is located on a board separate from Galactica. Pegasus is not located in any specific space and does not have its own space areas. There are four locations on Pegasus that provide new options to the human fleet. Whenever Galactica would be damaged, the current player may choose to damage a location on Pegasus instead. However, there are only four damage tokens in the Pegasus stack, and so if all locations are damaged, Pegasus is destroyed. All players on Pegasus at such a time are moved to Galactica’s Sickbay, and no more use of Pegasus may be made for the remainder of the game.

New Caprica also has a completely new board used at the end of the eponymous game scenario. This board will only come into play once New Caprica is reached. Details regarding New Caprica are located in the dedicated segment near the end of these rules.

The Cylon Fleet module from the Exodus Expansion adds a new Cylon location and a board mirroring the main game board. Cylon ships will be placed here when they are not in combat on the main board. The Cylon Fleet module also uses an advanced version of the Viper Mk. II, the Viper Mk. VII.

The Search for Home module from the Daybreak Expansion adds a new ship, the Demetrius, from which the humans may conduct missions. From here, a Rebel Basestar ship may be introduced into play for either side to control. The Daybreak Expansion also adds a new ship type independent of other modules, the Assault Raptor. The human fleet starts the game with one Assault Raptor in the reserves. Assault Raptors are combat units and may not be risked like normal Raptors. Instead, where a game effect would affect a Viper, an Assault Raptor may be used.

General Game Flow and Victory Conditions

There are four different scenarios that may be played: the original scenario following humanity's journey to the planet of Kobol, the Pegasus expansion scenario following the fleet to New Caprica and the escape from the planet that followed, the Exodus expansion scenario following humanity's travel to and departure from the Ionian Nebula, and the Daybreak expansion scenario following the final leg of humanity's journey to the legendary planet of Earth.

Human Victory: Kobol scenario: Reach Kobol by making one final jump after accumulating a Destination Score of 8 or more (Every time you jump you will earn a Destination Card with a score between 1 and 3), OR New Caprica scenario: Jump the fleet to New Caprica by accumulating a Destination Score of 7 or more, then subsequently jump the fleet away from New Caprica while maintaining at least one of each resource (Fuel, Food, Morale, Population) (See dedicated rules section for the New Caprica phase of the game.), OR Ionian Nebula scenario: Reach the Ionian Nebula by accumulating a Destination Score of 8 or more, then making one final jump. (See dedicated rules section for the Ionian Nebula scenario.) OR Earth scenario: Reach Earth by accumulating a Destination Score of 10 or more, then making one final jump.

Cylon Victory: End humanity. This is done by destroying Galactica (damage six locations), dropping one of the fleet's resource stats to 0, or getting a Centurion Boarding Party far enough into Galactica's innards.

Cylon Leader: (Daybreak expansion) Fulfill the conditions stated on at least three of their hidden Motive Cards (or all Motive Cards if the game ends before the Sleeper Phase) and at least two cards' allegiances match the winning faction.

At the start of the game, each player (with the exception of Cylon Leaders) is given one Loyalty Card (Exception: Gaius Baltar, Base version, who receives two) that indicates whether or not a player starts out as a Human or a Cylon player. Players take turns in sequence, encountering crises and jumping the fleet towards the destination of Kobol or New Caprica. When a distance of 4 or greater has been reached, the Sleeper Agent Phase activates: each player, including Revealed Cylons, is dealt one more Loyalty Card (Exception: Sharon Valerii receives two cards if not a revealed Cylon) that may change that player's alignment. The total number of Cylons present in the game is fixed and dependent on the number of players in the game. It should be noted that with the Exodus expansion, the Loyalty deck will contain one more card than necessary for use with the new execution rules and new loyalty cards.

Certain "You Are Not A Cylon" cards have special designations as being a "Personal Goal" or as "The Final Five". "Personal Goal" Loyalty cards contain conditions that must be fulfilled by the owning players. While these goals may often be detrimental in nature, failure to fulfill the card objectives will result in the loss of resources at the end of the game. "The Final Five" Loyalty cards contain negative effects that trigger when the card is examined by a player other than its controller. There are increased penalties if the card is revealed as part of an execution result.

In certain game setups, a Mutineer role is added to the Loyalty Card deck at the start of the game. Whenever a player gains the "You are the Mutineer" card, they must immediately give all of their titles to the highest players in succession (excluding themselves) and draw a Mutiny Card (see section below on Mutiny Cards). If the Mutineer card was gained during Loyalty Card distribution at the start of the game or Sleeper Phase, the card is revealed, effects performed, and the player receives an additional Loyalty Card. In this way, a Mutineer may be either human- or Cylon-aligned. If, after the Sleeper Phase, the Mutineer card is not revealed, the current player at that time chooses a human player to draw an additional Loyalty Card. If the Mutineer card is then revealed, the revealing player does not need to draw a replacement Loyalty Card (as the original card drawn during Sleeper Phase will count for that).

Instead of a loyalty card, Cylon Leaders in the Daybreak Expansion start the game with two Motive cards, drawing two more Motive cards at the start of the Sleeper Phase. Motives are similar to the Agendas of the Pegasus Expansion in that each card contains a faction to side with (humans or Cylons) and an extra condition that must be fulfilled. In order to win, a Cylon Leader must fulfill the conditions on at least three Motive cards (or all Motive Cards if the game ends before the Sleeper Phase) and at least two cards must have an alignment corresponding to the winning faction. While many Motives may only be fulfilled at the end of the game, certain cards have conditions that may be fulfilled during the game; these cards may be revealed as met any time conditions are satisfied.

Motive List

Keep them Docile - (Allegiance: Human) Reveal this card if the game is over and food is 4 or less.

Pressure their Leaders - (Allegiance: Human) Reveal this card if the game is over and morale is 5 or less.

Learn to Cherish - (Allegiance: Human) Reveal this card if the game is over and population is 6 or less.

Improve Efficiency - (Allegiance: Human) Reveal this card if the game is over and you have at least 1 Politics card, 1 Tactics card, and 1 Engineering card in your hand of Skill Cards.

Remove the Threat - (Allegiance: Human) Reveal this card if the game is over and at least 4 vipers are damaged or destroyed.

End the Chase - (Allegiance: Human) Reveal this card if "FTL Control" or "Admiral's Quarters" is damaged.

Make an Ally - (Allegiance: Human) Reveal this card if another player is in the "Brig" and you have a Mutiny Card.

Harvest their Resources - (Allegiance: Cylon) Reveal this card if the game is over and food is 2 or more.

A False Sense of Security - (Allegiance: Cylon) Reveal this card if the game is over and morale is 3 or more.

Subjects for Study - (Allegiance: Cylon) Reveal this card if the game is over and population is 4 or more.

Fight with Honor - (Allegiance: Cylon) Reveal this card if the game is over and you have at least 3 Treachery Cards in your hand of Skill Cards.

Savor their Demise - (Allegiance: Cylon) Reveal this card if the game is over and 7 or more distance has been traveled.

No Unnecessary Force - (Allegiance: Cylon) Reveal this card if 5 or more distance has been traveled and no centurions are on the Boarding Party track.

A Justified Response - (Allegiance: Cylon) Reveal this card if the fleet marker is on a blue space of the Jump Preparation track and there are no raiders, heavy raiders, or basestars on the board.

Character Selection

Each player chooses a character in turn order. Selection of Political Leaders, Military Leaders, and Pilots is restricted if there are more of the other types of characters, Support characters may be chosen at any time, and at most one Cylon Leader character may be selected. In addition, the Daybreak Expansion introduces alternate versions of four of the characters from the base game; if one of these characters is chosen, the other version of them may not be selected.

The first player draws their full Skill Card Draw to start the first turn, while all other players draw three cards from their normal Skill Card Draw to start the game. Cylon Leaders draw only two cards to start, the size of their normal draw. (Exception: Sharon "Athena" Agathon draws three cards, as she starts the game Infiltrating.)

Human (and Unrevealed Cylon) Game Turn

Receive Skills Step: The current player draws the number and types of Skill Cards listed on his character sheet.

Movement Step: The current player may move to a different location. If he moves to a different ship (between Galactica, Colonial One, Pegasus, Demetrius, Rebel Basestar, or from a Viper to any of these ships), he must discard one Skill Card from his hand. Alternatively, the player may use a non-Treachery Skill Card with a Movement Ability.

Action Step: The current player chooses one action to perform. Options include the actions listed on his location, character sheet, and non-Treachery Skill Cards. If piloting in a Viper, you may activate it as an action. Unrevealed Cylons may also reveal a Cylon Loyalty Card in this step.

Crisis Step: The top card of the Crisis deck is drawn and then resolved.

Activate Cylon Ships Step: If any are in play, Cylon ships are activated according to the Crisis Card drawn.

Prepare for Jump Step: If the Crisis Card has the "prepare for jump" icon on it, the fleet token advances one space on the Jump Preparation track. If the token reaches the end of this track, then the fleet jumps automatically.

Revealing as a Cylon

Cylon players may reveal a Loyalty Card indicating their alignment as an action. The following steps are followed after a reveal:

Resolve Loyalty Card Action: If the player is not in the Brig, then the effect on their Loyalty Card takes effect.

Discard: The player's hand is discarded down to 3 Skill Cards must discard all Mutiny Cards and Miracle Tokens.

Lose Titles: If the player was Admiral or President, the title is passed to the human player that is highest in the line of succession.

Receive Super Crisis: The player receives one random Super Crisis card from the ten available.

Hand Off Excess Loyalty Cards: If Galactica has traveled 6 distance or less, all unrevealed Loyalty Cards are passed on to a single human player of the revealing player’s choice. If the revealing player held the "You are a Mutineer" card, then it is passed to a human player regardless of distance travelled.

Join Cylons: The player moves to the Resurrection Ship and their turn ends.

Revealed Cylon Game Turn

Revealed Cylons ignore all abilities and effects that were part of their original character. Cylon players may also choose to ignore effects on Crisis Cards and Loyalty Cards that might affect them unless the card specifically targets a Cylon player.

Draw Skills Step: The current player may draw any two Skill Cards of different types.

Movement Step: The current player may move to any of the Cylon Locations or use a Movement ability on an applicable Treachery card. A Skill Card must be discarded to make a move between a location on the Rebel Basestar and any non-Rebel Basestar location and vice versa.

Action Step: The current player activates his current location and performs the listed action or uses an Action ability on an applicable Treachery Skill Card.

Prepare for Jump Step: In the base game, the Activate Cylon Ships Step and Prepare for Jump Step are always skipped on Cylon players’ turns. With the Pegasus expansion, the Prepare for Jump Step is not ignored when Crisis cards are played from the Caprica location. The Activate Cylon Ships step continues to be skipped.

Cylon Leader Game Turn

Cylon Leaders start out the game in the Cylon locations and are normally treated as Cylon players, but can use the Human Fleet location to move to a Galactica location and infiltrate, acting as a human player in most respects while among the human players. While infiltrating, the Cylon Leader may return to the "Resurrection Ship" location and stop infiltration as an action, discarding down to three skill cards if they performed the action in the "Brig" or "Detention Center". Whether infiltrating or not, Cylon Leaders will be able to use the special abilities listed on their character sheets as well as suffering from the listed disadvantage.

When not infiltrating, Cylon Leaders are considered to be Cylon players and follow the Revealed Cylon Game Turn steps, with the exception that on the Draw Skills Step, the Cylon Leader must take cards from the distribution listed on their character sheet. When infiltrating, Cylon Leaders are considered to be human players and follow the Human Game Turn steps, with the exception that on the Draw Skills Step, the Cylon Leader may draw an extra card from any of the types they normally draw from, in addition to their regular skill card draw. In addition, a Cylon Leader can never claim a title, and can play up to two skill cards per Skill Check as long as they are not in the "Brig".

It should be noted that the Cylon Leader does not start with a Super Crisis. The only way to obtain one is via the Resurrection Ship Action.

Posts

At the start of the game, the Admiral and President roles are given to the players who are highest in the appropriate line of succession. If playing with the Cylon Fleet module, the CAG title is also assigned. Players with these roles have extra powers and responsibilities throughout the game. These roles may pass from player to player depending on actions taken.

Admiral Abilities

When the fleet jumps, you draw 2 Destination Cards and choose 1 to resolve.

You control the nuke tokens. (There are 2 nuke tokens available at the start of the game with an additional token that can be gained.) You also give the order to jump from New Caprica when Galactica returns.

Action: Launch 1 nuke at a space area (the nuke is discarded).

Nukes damage a Basestar twice on a roll of 1-2, automatically destroy a Basestar on a roll of 3-6, automatically destroy a Basestar and 3 Raiders in the same area on a roll of 7-8. In the Cylon Fleet module, a roll of 8 destroys all ships in the area instead.

Action: If Galactica is in orbit around New Caprica, jump the fleet. All human characters left on New Caprica are executed. All civilian ships left on New Caprica are destroyed.

Admiral Succession

Helena Cain

William Adama

Saul Tigh

Karl "Helo" Agathon (Base set version)

Felix Gaeta

Louis Hoshi

Tom Zarek (Daybreak version)

Lee "Apollo" Adama (Base set version)

Anastasia "Dee" Dualla

Karl "Helo" Agathon (Daybreak version)

Kara "Starbuck" Thrace

Louanne "Kat" Katraine

Sharon "Boomer" Valerii

Brandom "Hot Dog" Costanza

Samuel T. Anders

"Chief" Galen Tyrol

Callandra "Cally" Tyrol

Sherman “Doc" Cottle

Lee Adama (Daybreak version)

Tom Zarek (Base set version)

Ellen Tigh

Gaius Baltar (Daybreak version)

Gaius Baltar (Base set version)

Romo Lampkin

Tory Foster

Laura Roslin

The title of Admiral is lost if the holder is sent to the Brig, and is given to the human player highest in succession that is not in the Brig. If all human players are in the Brig, then the title goes to the player highest in the normal succession.

President Abilities

At the start of the game, draw 1 Quorum Card. You control the hand of Quorum Cards.

Action: Draw a Quorum Card into your hand.

The maximum size of the Quorum Card hand is 10; if at the end of any turn there are more than 10 cards in the Quorum Card hand, the President must discard down to 10 cards. Quorum cards can be played as an action and specialize in increasing resources and dealing with unrevealed Cylons. When you play a Quorum Card while on a New Caprica location, roll a die. If 3 or less, you are sent to "Detention".

President Succession

Laura Roslin

Gaius Baltar (Base set version)

Lee Adama (Daybreak version)

Tom Zarek (Base set version)

Romo Lampkin

Tory Foster

Ellen Tigh

Lee "Apollo" Adama (Base set version)

Tom Zarek (Daybreak version)

Felix Gaeta

William Adama

Karl "Helo" Agathon (Base set version)

"Chief" Galen Tyrol

Gaius Baltar (Daybreak version)

Callandra "Cally" Tyrol

Sherman "Doc" Cottle

Helena Cain

Anastasia "Dee" Dualla

Louis Hoshi

Karl "Helo" Agathon (Daybreak version)

Sharon "Boomer" Valerii

Saul Tigh

Brendan "Hot Dog" Costanza

Samuel T. Anders

Kara "Starbuck" Thrace

Louanne "Kat" Katraine

Note that if the President is in the "Brig," he keeps the President title and all associated abilities.

CAG Abilities (Cylon Fleet module)

When a civilian ship needs to be placed on the main game board, you choose the space area. You must choose an area that does not already contain civilian ships (if able).

Action: Activate 1 unmanned viper and then give the CAG Title Card to any other human player.

Action: Once per turn, if you are piloting a viper, you may activate 1 unmanned viper and then take another action.

CAG Succession

Lee "Apollo" Adama (Base set version)

Kara "Starbuck" Thrace

Louanne "Kat" Katraine

Karl "Helo" Agathon (Daybreak version)

Sharon "Boomer" Valerii

Brendan "Hot Dog" Costanza

Samuel T. Anders

Lee Adama (Daybreak version)

Karl "Helo" Agathon (Base set version)

William Adama

Helena Cain

Saul Tigh

Felix Gaeta

Anastasia "Dee" Dualla

Louis Hoshi

Tom Zarek (Daybreak version)

"Chief" Galen Tyrol

Callandra "Cally" Tyrol

Shenman "Doc" Cottle

Tom Zarek (Base set version)

Ellen Tigh

Gaius Baltar (Daybreak version)

Gaius Baltar (Base set version)

Tory Foster

Romo Lampkin

Laura Roslin

The title of CAG is lost if the holder is sent to the Brig, and is given to the human player highest in succession that is not in the Brig. If all human players are in the Brig, then the title goes to the player highest in the normal succession.

Locations

Galactica

FTL Control - Action: Jump the fleet if the Jump Preparation track is not in the red zone. Might lose population. (Population is lost on a die roll of 6 or lower.)

Weapons Control - Action: Attack 1 Cylon ship with Galactica.

Command - Action: Activate unmanned Vipers 2 times. These can be used on the same viper twice, or on two different vipers. Activated Vipers can be ordered to launch, move, or fire on a Cylon vessel. Viper Mk. VIIs, upon movement, can move up to two zones instead of just one. With the Cylon Fleet module, Vipers may also escort civilian ships to safety.

Communications - Action: Look at the back of up to 2 civilian ships. You may then move them to adjacent area(s).

Admiral's Quarters - Action: Choose a character; then pass this skill check to send him to the "Brig". [Skill 7, Leadership, Tactics]

Research Lab - Action: Draw 1 Engineering or 1 Tactics Skill Card.

Hangar Deck - Action: Launch yourself in a viper. You may then take 1 more action. (Must have the Piloting skill.)

Armory - Action: Attack a Centurion on the Boarding Party track (destroyed on a roll of 7+).

Sickbay - You may only draw 1 Skill Card during your Receive Skills step. You may not move to this location with your normal movement.

Brig - You may not move, draw Crisis Cards, or add more than 1 card to skill checks. You may not move to this location with your normal movement. Action: Pass this skill check to move to any Galactica location. [Skill 7, Politics, Tactics]

Colonial One

Quorum Chamber - Action: If you are the President, draw 1 Quorum Card. You may then either draw 1 additional Quorum Card or play 1 from your hand.

Press Room - Action: Choose another player to draw 1 Mutiny Card. (He does not move to the "Brig".) He keeps 1 of his Mutiny Cards and discards the rest. You may then discard a Mutiny Card.

President's Office - Action: Draw 2 politics Skill Cards.

Administration - Action: Draw 1 Mutiny Card. If the President has any Mutiny Cards, choose a player to gain the President title. If the "Accept Prophecy" card is in play, the President may discard it to keep his title.

Caprica - Action: Play 1 of your Super Crisis Cards or draw 2 Crisis Cards, choose 1 to resolve, and place the other on the bottom of the deck. If playing a Crisis Card, the Activate Cylon Ships Step is ignored.

Cylon Fleet - Action: Activate all Cylon ships of one type, or launch 2 Raiders and 1 Heavy Raider from each Basestar.

Human Fleet - Action: Look at the top card of the Crisis or Destination deck and place it on the top or bottom of that deck. Then draw 2 Skill Cards. orAction: Infiltrate Galactica.

Resurrection Ship - You draw only 1 Skill Card during your Receive Skill Cards step. You may not move to this location with your normal movement. Action: Draw a Super Crisis Card.

Hub Destroyed (replaces Resurrection Ship if destroyed) - During your Draw Skills step, discard all of your Super Crisis Cards and do not draw Skill Cards. You may not move to this location with your normal movement. Action: Discard 3 Skill Cards to draw 1 Super Crisis Card and move to the "Cylon Fleet" location.

Place 1 Basestar or 3 Raiders in any 1 area on the Cylon Fleet game board.

Roll a die: On 1-3, decrease the jump track by 1; on 4-8, increase the pursuit track by 1.

Roll a die. If the result is less than the number of raiders on the main game board, draw 2 Galactica damage tokens and choose 1 to resolve.

Rebel Basestar

Hybrid Tank - Action: Discard a miracle token or a Super Crisis Card to look at the top 5 cards of the Crisis deck. Then, place them on the top of the deck in the order of your choosing.

Datastream - Action: Discard a miracle token or a Super Crisis Card to search 1 Skill deck and its discard pile for any 3 cards. Then add those cards to your hand and shuffle the discard pile into the deck.

Raider Bay - Action: Discard a miracle token or a Super Crisis Card to choose a space area. Place either 2 raiders or 4 unmanned vipers in this area and immediately activate them.

Executions

When a character is executed, all Quorum Cards played on the character are discarded, as well as any Skill Cards, Mutiny Cards, and Miracle Tokens held by the player. If the player has a "You Are a Cylon" card, he reveals one and follows the procedures for Revealing as a Cylon above, skipping the Resolve Loyalty Card Action and Receive Super Crisis steps, becoming a Revealed Cylon. If the player is a Cylon Leader, he simply moves to the Resurrection Ship without revealing his Agenda / Motives.

If the player has no "You Are a Cylon" cards, he reveals all Loyalty Cards as a human character. Morale is reduced by 1 and the player’s character is removed from the game. If the executed player held the "You are a Mutineer" card, he keeps it; all other Loyalty Cards are discarded. Trauma tokens from the Ionian Nebula module are also discarded and replenished. The player may then choose any unselected character outside of the Cylon Leader category. If the player does not have any characters to choose from, then the humans lose the game. If the Admiral or the President is executed, the title passes to the character highest in the line of succession after the new character is chosen. Once a new character has been selected, an additional "You Are Not A Cylon" card is added to the Loyalty deck, and the executed player draws a new Loyalty card from the newly modified deck. If Sharon "Boomer" Valerii is executed before the sleeper phase, her player receives an additional Loyalty Card.

A number of exceptions to the character procedure may apply. If Karl "Helo" Agathon is selected, his "Stranded" disadvantage applies for the player's next turn. If Lee "Apollo" Adama is selected, he starts in the "Hangar Deck" location if no vipers are available for launch. If Sharon "Boomer" Valerii is selected before the Sleeper Phase, add one "You Are Not a Cylon" card to the Loyalty deck; if selected after the Sleeper Phase, she starts in the Brig. If Gaius Baltar is selected before the Sleeper Phase, add one "You are Not a Cylon" card to the Loyalty deck and immediately deal a Loyalty card to his player. If Samuel T. Anders is selected, his "Starts on the Bench" disadvantage applies for the player's next turn. If Tom Zarek's daybreak version is selected, his player immediately draws a Mutiny Card.

Skill Checks

Most Crisis Cards and some Locations resolve with a Skill Check. Skill Checks are a major avenue of subterfuge for Cylon players.

A Skill Check will involve two to four types of Skill Cards, and a number. A Skill Check always includes 2 cards from the Destiny Deck (see below), and then each player may add as many cards as they like in turn (Exception: Players in Brig and Revealed Cylons may only contribute one card to each check; Cylon Leaders may play up to two cards per check if they are infiltrating). All skill cards are submitted without revealing their values, including cards that come from the Destiny Deck. Only after all players have made a submission are cards revealed, without noting which card came from which player. PM the host the specific cards you wish to contribute after declaring the amount of cards in the game thread.

After the skill cards are revealed, you ADD all of the numbers from the correctly colored Skill Cards, and then SUBTRACT all of the numbers from the non-matching Skill Cards. If you meet or beat the Skill Check number, the check is a pass. This usually does nothing but avoid negative results, but can sometimes yield positive results. Some Skill Checks have a number value that allows for a partial pass; in these cases the negative results are lessened to some extent.

The Destiny Deck is composed of two cards from each of the six Skill Card types. Two are drawn in each Skill Check, and the deck is only replenished when it is exhausted (after six Skill Checks).

Before cards are played in a Skill Check, certain cards may be played to increase the chances of a successful pass. There are a number of these cards that are labeled as Reckless Skill Cards, introduced in the Pegasus Expansion. At most one Reckless Skill Card can be played in a single Skill Check - if multiple people wish to play such a card, the current player can choose who plays their card.

Certain skill cards also have additional Skill Check abilities when they appear in a Skill Check. If multiple cards with the same name are present, only one copy of the card is followed. If the check has been made Reckless, then a card is drawn from the Treachery deck. If the card has a strength of 0, then an additional card is drawn from the Treachery deck and both cards' skill check abilities are resolved; otherwise, there is no effect. In no case will the drawn cards' strength values affect the skill check total. There are also some Crisis Cards that have additional Consequences if a Skill Check card appears in its Skill Check.

Each player's hand is comprised of Skill Cards drawn from six different types: Politics, Leadership, Tactics, Piloting, Engineering, and Treachery. There are 35 cards of each type, with Skill Check values from 0 to 6, except for Treachery, which consists of 26 cards ranging from 0 to 5. These cards may also be used outside of Skill Checks, as a regular Action, in lieu of a Movement, or in reaction to specific circumstances. Human players may not use the special text abilities on Treachery cards, while Cylon players can use the special text abilities on only Treachery cards and no others. Cylon Leaders and Sympathetic Cylons can use different cards depending on if they are Infiltrating or not. I encourage you to PM me with circumstances in which you will automatically use your cards, so as to help keep the game moving as quickly as possible. If more than one character would be using the same card at the same time, only the next in action order will make the play. See the Notes and Guidelines sections for some rules on cards of this type.

Players have a maximum hand limit of 10 Skill Cards (Exception: Galen Tyrol, whose hand limit is 8). If they exceed this limit at the end of any player's turn, they must discard down to this amount. Players may still exceed this amount during any player's turn, including the start of their own turn after drawing Skill Cards.

Investigative Committee - Play before cards are added to a skill check. All Skill Cards are played face up during this skill check (excluding those from the Destiny Deck). [4 x Strength 3, 2 x Strength 4, 1 x Strength 5]

Support the People - <Reckless> Play before cards are added to a Skill check. Each human player with 4 or less Skill Cards in hand may draw 2 Skill Cards. [1 x Strength 1, 1 x Strength 2]

Political Prowess - Play before making a skill check triggered by a location. Do not make the skill check; instead, it automatically passes or fails (your choice). [1 x Strength 6]

Force Their Hand - Skill Check: If the current player is a human player, he may play 1 Skill Card faceup into this check. If he does not, he must draw 1 Mutiny Card. [2 x Strength 0]

Popular Influence - Action: Draw 2 Quorum Cards and choose 1 to give to the President. Then, either play or discard the other card. [1 x Strength 3, 1 x Strength 4]

Negotiation - Action: Place a basestar in front of Galactica and draw a Politics Card. Do not launch or activate any Cylon ships for the rest of the turn. [1 x Strength 5]

Leadership

Executive Order - Action: Choose any other player. He may move his character and then take 1 action OR not move and take 2 actions. (Movement abilities may not be used.) A limit of 1 "Executive Order" card may be used per turn. [8 x Strength 1, 6 x Strength 2]

Declare Emergency - Play after strength is totaled in a skill check to reduce its difficulty by 2. A limit of 1 "Declare Emergency" card may be used per skill check. [4 x Strength 3, 2 x Strength 4, 1 x Strength 5]

Major Victory - Play after you destroy a Basestar or a Centurion on the Boarding Party track. Roll a die. If 5 or higher, gain 1 morale. Limit of 1 "Major Victory" card used per turn. [1 x Strength 1, 1 x Strength 2]

Iron Will - Skill Check: If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale. [3 x Strength 0]

State of Emergency - Action: Lose 1 food. Each player may then move or take 1 Action (starting with the player who played this card and proceeding clockwise). [1 x Strength 6]

All Hands on Deck - Skill Check: For each Skill Card in this check with a strength of "0", add 1 to the check’s total strength. [2 x Strength 0]

Restore Order - Play before cards are added to a skill check. Do not resolve skill check abilities while resolving this skill check. [1 x Strength 3, 1 x Strength 4]

Change of Plans - Play this card after a skill check is passed. Instead of resolving the "pass" result, each human player draws 2 Skill Cards. [1 x Strength 5]

Tactics

Launch Scout - Action: Risk 1 Raptor to roll a die. If 3 or higher, look at the top card of the Crisis or Destination Deck and place it on the top or the bottom. Otherwise, destroy 1 Raptor. [8 x Strength 1, 6 x Strength 2]

Personal Vices - Skill Check: Each human player draws 1 Treachery Card. If the current player is a human player, he also draws 1 Mutiny Card. [4 x Strength 3]

Violent Outbursts - Skill Check: The current player is sent to "Sickbay". [3 x Strength 4]

Exploit A Weakness - Skill Check: The current player must choose a human player to draw 1 Mutiny Card. [3 x Strength 5]

Mutiny Cards

Throughout the game, players may gain Mutiny Cards that provide benefits to the human fleet with some drawbacks. Each player may safely hold one Mutiny Card, but if they gain a second, they are moved to the Brig (unless otherwise specified). If a player draws to two Mutiny Cards at any time, they must discard down to one card after drawing.

If a player has the "You are the Mutineer" Loyalty Card, then they may hold one more Mutiny Card than normal, safely holding two Mutiny Cards and getting sent to the Brig at three cards. If the Mutineer acquires three Mutiny cards, they discard down to two cards. However, the Mutineer is also at higher risk of gaining Mutiny Cards, drawing one if the Crisis Card drawn on his turn has a "Prepare for Jump" icon.

Activating Cylon Ships

Cylon ships are usually activated based on icons found on Crisis Cards. Cylon players may also activate Cylon ships by using the Cylon Fleet location action on their turns. There are four different types of activations:

Activate Raiders - Each raider on the board takes one action with the following priority:

Attack a Viper - Attack a viper in the same space area; unmanned Vipers are attacked before player-piloted Vipers.

Destroy Civilian Ship - The current player chooses a civilian ship in the Raider’s space area. The ship is destroyed and the listed resources lost.

Move - The Raider moves toward the nearest space area containing a civilian ship, moving clockwise if there are two space areas equidistant from the Raider's current location.

Attack Galactica - If none of the above actions have been taken, the Raider will remain in its current area and attack Galactica.

If there are no Raiders on the board to activate, then each Basestar on the board will launch two Raiders. If there are multiple space areas containing Raiders, then the current player may choose the order in which they activate; all raiders in a space area are activated before moving to the next.

Launch Raiders - Each Basestar in play launches three raiders. If there are not enough raiders, the current player may choose which raiders are launched.

Activate Heavy Raiders and Centurions - Each Heavy Raider on the board moves toward the closest Viper launch area, or if in a launch area, deposits a Centurion on the first space of the Boarding Party track. If there are no Heavy Raiders on the board, each Basestar in play launches one Heavy Raider. Each Centurion also advances one space on the Boarding Party track; if any has advanced to the end (a total of four activations), then the Cylons win. Centurions activate with Heavy Raiders with the Cylon Fleet location action.

Activate Cylon Basestars - Each Basestar in play attacks Galactica.

Cylon Fleet Module

The Cylon Fleet module of the Exodus expansion changes the way the Cylons engage the human fleet. Cylon attack cards are removed from the Crisis deck, and attacks are instead governed by the Cylon Fleet sub-board. The sub-board includes a fifth Cylon location, Basestar Bridge. There is no cost to move between the Basestar Bridge and main board locations for Cylons.

When a Cylon ship activation is drawn and it would normally have no effect, they now have alternate effects. If "Activate Raiders" is revealed, one Raider is added to a random area on the Cylon Fleet board. If "Activate Heavy Raiders and Centurions" is revealed, one Heavy Raider is randomly added to the Cylon Fleet board. If "Launch Raiders" or "Activate Cylon Basestars" is revealed, one Basestar is randomly added to the Cylon Fleet board. In addition, for each of these additions, the Pursuit Track is advanced by one space. At the first and third steps, civilian ships are added to the main board. When the Pursuit Track advances four spaces to Auto Attack, all ships on the Cylon Fleet board jump in to attack the human fleet. If a ship cannot be added to the Cylon Fleet board, then all ships in the highest-numbered area containing that type of ship is jumped in.

The human fleet starts the game in this scenario with only six standard Viper Mk. IIs, but now have four damaged Viper Mk. VIIs that can be utilized. These advanced models are harder to shoot down and have increased move capabilities. A new title is added to the game, the CAG, who is responsible for certain Crisis decisions as well as civilian ship placement. Finally, jump mechanics are modified: while vipers are still moved to the reserves, civilian ships remain in their space areas and Cylon ships are returned to the Cylon Fleet board in their respective areas. Basestars are also repaired of all damage taken. To combat this, vipers may now use their activation to escort a civilian ship in their area off the board.

The Search for Home Module

The Search for Home module of the Daybreak expansion is used for the Earth destination. The module includes a new ship in the human fleet, the Demetrius. From the Demetrius, players may activate Mission Cards. Missions are very challenging skill checks that ignore character and card abilities that affect normal Crisis Cards and general skill checks. One Mission may be attempted during each jump cycle made by the fleet.

One of the Mission Cards introduces the Rebel Basestar to the game. The Rebel Basestar may join either the humans or the Cylons and contains locations that require miracle tokens or Super Crisis cards to fuel powerful effects.

Combat Table

When damage is applied to Galactica, it may be elected to be received by Pegasus if the ship is available. When a game effect specifies a Viper, any of the Viper Mk. II, Viper Mk. VII, or Assault Raptor may be specified as the target.

The ultimate objective in the base set scenario for the humans is to jump the fleet enough distance to make it to Kobol. In the Pegasus expansion scenario, the first major objective is to jump the fleet to New Caprica; in the Exodus expansion scenario, the objective is to jump the fleet to the Ionian Nebula and then away from the Cylon fleet. The Daybreak expansion scenario sees the humans' objective at Earth. The game starts with the Jump Prep marker on Start. Each Crisis Card drawn has a chance to advance the Jump Prep marker. When the Jump Prep marker reaches the -3 or -1 spots, any character can use the FTL Control location to initiate a jump, but will risk losing 3 or 1 population (on a roll of 6 or less). If the Jump Prep marker advances to the Auto Jump spot, the fleet automatically jumps with no risk of population loss.

Under standard rules, jumping clears the board of all ships. All Vipers, unmanned or piloted, return to the reserves. Any characters piloting Vipers are moved to the Hangar Deck. If there are any Assault Raptors on the board, the piloting player or current player if the Assault Raptor is unmanned may elect to return the Raptor to reserves or to remain in its current space. While jumping does clear the board of all Cylon ships, any Centurions in a Boarding Party remain on Galactica. After the jump, the Admiral draws 2 cards from the Destination Deck and chooses one, jumping the fleet a certain distance and initiating a special effect, and the Jump Prep marker returns to its starting position.

See the Cylon Fleet module section above for changes in Jump mechanics in that module.

Cast of Characters - Military Leaders and Political Leaders

There are two versions of the characters Lee Adama, Tom Zarek, Karl "Helo" Agathon, and Gaius Baltar. If one version of these characters is selected, the other may not.

Each character has a Miracle Ability and each player starts the game with one Miracle Token each. Each player may hold at most one Miracle Token at a time (Exception: Gaius Baltar, Daybreak version, may hold up to three Miracle Tokens); revealed Cylon players may not gain Miracle Tokens. Cylon Leaders are eligible to gain Miracle Tokens whether or not they are infiltrating.

[Military Leader] William Adama

Skill Card Draw: 3 Leadership, 2 Tactics

General Ability: Inspirational Leader - When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.

Miracle Ability: Command Authority - Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.

Disadvantage: Emotionally Attached - You may not activate the "Admiral’s Quarters" location.

Setup Location: Admiral’s Quarters

[Military Leader] Saul Tigh

Skill Card Draw: 2 Leadership, 3 Tactics

General Ability: Cylon Hatred - When a player activates the "Admiral Quarters" location, you may choose to reduce the difficulty by 3.

Miracle Ability: Declare Martial Law - Action: Once per game, give the President title to the Admiral.

Disadvantage: Alcoholic - At the start of any player’s turn, if you have exactly 1 Skill Card in your hand, you must discard it.

Setup Location: Command

[Military Leader] Karl "Helo" Agathon (Base set version)

Skill Card Draw: 2 Leadership, 2 Tactics, 1 Piloting

General Ability: ECO Officer - During your turn, you may reroll a die that was just rolled (once per turn). You must use the new result.

Miracle Ability: Moral Compass - Once per game, after a player makes a choice on a Crisis Card, you may change it.

Disadvantage: Stranded - Your character is not placed on the game board at the start of the game. While not on the game board, you may not move, be moved, or take actions. At the start of your 2nd turn, place your character on the "Hangar Deck" location.

[Military Leader] Helena Cain

Skill Card Draw: 2 Leadership, 2 Tactics, 1 Leadership/Tactics

General Ability: Intolerant - When an "Admiral Quarters" Skill Check is passed with a 10 or more, you may choose to execute that character instead of sending him to the “Brig”.

Miracle Ability: Blind Jump - Action: Once per game, if at 6 or less distance, draw 2 civilian ships and destroy them to immediately jump the fleet (even if the fleet marker is on a red space). The Admiral only draws 1 Destination Card.

Disadvantage: Bent on Revenge - You may not activate the "FTL Control" or "Engine Room" locations.

Setup Location: Pegasus CIC or Command

[Military Leader] Felix Gaeta

Skill Card Draw: 2 Tactics, 1 Engineering, 2 Leadership/Politics

General Ability: FTL Operator - Anytime "FTL Control" is activated, you may reroll the die. You must use the new result.

Miracle Ability: Coup - Action: Once per game, you may take the Admiral title. If you are in the "Brig" when you take this action, move immediately to "Command" before taking the title.

Disadvantage: Misguided - You may not play more than 3 cards in to any Skill Check.

Setup Location: FTL Control

[Military Leader] Louis Hoshi

Skill Card Draw: 2 Leadership, 2 Tactics, 1 Engineering

General Ability: Dutiful - Once during your turn, if you activate "Command", "Communications", or "Weapons Control", you may discard 1 Skill Card to immediately activate that location again.

Miracle Ability: Organized - Action: Once per game, if you are not in the "Brig", activate any 3 undamaged locations, regardless of where you are. You cannot activate the same location more than once nor any Cylon locations.

Disadvantage: Reluctant - You must discard 1 Skill Card to use a Skill Card action.

Setup Location: Communications

[Military Leader] Tom Zarek (Daybreak version)

Skill Card Draw: 2 Politics, 2 Leadership, 1 Tactics

General Ability: Necessary Steps - Each time a player draws a Mutiny Card, you instead look at the top 2 cards of the Mutiny deck, give 1 to that player, and place the other on the bottom of the deck.

Miracle Ability: Abuse Power - Action: Once per game, draw 4 Mutiny Cards. Choose 1 of them to play and place the other 3 Mutiny Cards on the bottom of the deck. Ignore your "Necessary Steps" ability and do not move to the "Brig".

Disadvantage: Disreputable - You start the game with 1 Mutiny Card.

Setup Location: Weapons Control

[Political Leader] Laura Roslin

Skill Card Draw: 3 Politics, 2 Leadership

General Ability: Religious Visions - When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.

Miracle Ability: Skilled Politician - Action: Once per game, draw 4 Quorum Cards. Choose 1 to resolve and place the rest on the bottom of the deck. You do not need to be President to use this ability.

Disadvantage: Terminal Illness - In order to activate a location, you must first discard 2 Skill Cards.

Setup Location: President's Office

[Political Leader] Gaius Baltar (Base set version)

Skill Card Draw: 2 Politics, 1 Leadership, 1 Engineering

General Ability: Delusional Intuition - After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).

Miracle Ability: Cylon Detector - Action: Once per game, you may look at all Loyalty Cards belonging to another player.

Disadvantage: Coward - You start the game with 2 Loyalty Cards (instead of 1).

Setup Location: Research Lab

[Political Leader] Tom Zarek (Base set version)

Skill Card Draw: 2 Politics, 2 Leadership, 1 Tactics

General Ability: Friends in Low Places - When a player activates the "Administration" or the "Brig" location, you may choose to reduce or increase the difficulty by 2.

Miracle Ability: Unconventional Tactics - Action: Once per game, lose 1 population to gain 1 of any other resource type.

Disadvantage: Convicted Criminal - You may not activate locations occupied by other characters (except the "Brig").

Setup Location: Administration

[Political Leader] Ellen Tigh

Skill Card Draw: 2 Politics, 2 Leadership, 1 Treachery

General Ability: Politically Adroit - When you end your Movement step in the same location as another player, you may give that player 1 Skill Card from your hand to draw 2 Skill Cards.

Miracle Ability: Manipulative - Once per game, you may take the Admiral or President title at the start of your turn. Return that title to its previous owner at the end of your turn.

General Ability: Adaptable - After any player uses the action on a Quorum Card, you may draw 2 Skill Cards of your choice (they may be from outside your skill set).

Miracle Ability: Influential - Once per game, you may examine the top 5 cards of the Quorum deck, and then return them to the top of the deck in any order you choose (even if you are not currently the President).

Disadvantage: Amoral - When you are the current player, you must choose the first option listed on any Crisis Cards that say "Current Player Chooses".

Setup Location: Press Room

[Political Leader] Romo Lampkin

Skill Card Draw: 3 Politics, 2 Tactics

General Ability: Deceitful - When a Crisis Card requires you to discard Skill Cards, reduce the number of cards you discard by 1 (once per Crisis Card).

Miracle Ability: Attorney - Action: Once per game, move a character in the "Brig" to any non-hazardous location on Galactica. If he belongs to another player, take all of that player's Skill Cards.

Disadvantage: Kleptomania - If you end your Movement Step in a location with another player, you must discard 2 Skill Cards. If you cannot, you are sent to the "Brig" at the end of your turn.

Setup Location: Administration

[Political Leader] Lee Adama (Daybreak version)

Skill Card Draw: 1 Tactics, 2 Piloting, 2 Leadership/Politics

General Ability: Forward Thinker - After you use an "Executive Order" Skill Card and the chosen player has finished moving and taking actions, you may activate your current location.

Miracle Ability: Choose a Different Path - Once per game, when you must make a choice on a Crisis Card, you may choose to have the result be: "The current player discards 5 Skill Cards."

Disadvantage: Moral Dilemma - When you draw a Mutiny Card, you must discard 2 Skill Cards.

General Ability: Alert Viper Pilot - When a viper is placed in a space area from the "Reserves", you may choose to pilot it and take 1 action. You may only do this when you are on a Galactica location, excluding the "Brig".

Miracle Ability: CAG - Action: Once per game, you may activate up to 6 unmanned vipers.

Disadvantage: Headstrong - When you are forced to discard Skill Cards, you must discard randomly.

Setup Location: Launch and pilot a Viper

[Pilot] Kara "Starbuck" Thrace

Skill Card Draw: 2 Tactics, 2 Piloting, 1 Leadership/Engineering

General Ability: Expert Pilot - When you start your turn piloting a viper, you may take 2 actions during your Action Step (instead of 1).

Miracle Ability: Secret Destiny - Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.

Disadvantage: Insubordinate - When a player chooses you with the "Admiral's Quarters" location, reduce the difficulty by 3.

Setup Location: Hangar Deck

[Pilot] Sharon "Boomer" Valerii

Skill Card Draw: 2 Tactics, 2 Piloting, 1 Engineering

General Ability: Recon - At the end of your turn, you may look at the top card of the Crisis Deck and place it on the top or bottom.

Miracle Ability: Mysterious Intuition - Once per game, before resolving a skill check on a Crisis Card, choose the result (Pass or Fail), instead of resolving it normally.

Disadvantage: Sleeper Agent - During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and then moved to the "Brig" location.

Setup Location: Armory

[Pilot] Louanne "Kat" Katraine

Skill Card Draw: 1 Leadership, 2 Tactics, 2 Piloting

General Ability: Hotshot - When you would roll a die during your Action step, you may instead discard a Skill Card. Use the card’s strength +2 instead of the die roll.

Disadvantage: Stim Junkie - At the end of your Action step, if you are in the same location or space area you were in at the start of your turn, you are moved to "Sickbay".

Setup Location: Hangar Deck

[Pilot] Samuel T. Anders

Skill Card Draw: 2 Leadership, 2 Tactics, 1 Tactics/Piloting

General Ability: Star Player - Action: Discard any number of Skill Cards. Then draw that number of Skill Cards from any one type within your skill set.

Miracle Ability: Longshot - Once per game, you may choose the result of a die roll on your turn instead of rolling it. This result cannot be modified or rerolled.

Disadvantage: Starts on the Bench - Skip the Receive Skills Step of your first turn.

Setup Location: Armory

[Pilot] Brendan "Hot Dog" Costanza

Skill Card Draw: 1 Leadership, 1 Tactics, 2 Piloting, 1 Engineering

General Ability: Memento - Once per turn, immediately after population is reduced, you may draw the top 3 cards from the Piloting deck, discard 1 of them, and keep the other 2 cards.

Miracle Ability: Escort - Once per game, before flipping over a civilian ship in a space area and destroying it, you may destroy an undamaged viper instead. Shuffle the civilian ship back into the pile of unused civilian ships.

Disadvantage: Forced to Eject - Any time a viper you are piloting is damaged, destroy it instead.

Setup Location: Hangar Deck

[Pilot] Karl "Helo" Agathon (Daybreak version)

Skill Card Draw: 2 Leadership, 2 Tactics, 1 Piloting

General Ability: Raptor Pilot - When you look at the top card of a deck as a result of a "Launch Scout" card, look at the top 2 cards instead and, in the order of your choosing, place each card on the top or the bottom of the deck.

Miracle Ability: No One Gets Left Behind - Once per game, during the Remove Ships step of Jumping the Fleet, lose 1 fuel to gain 2 population.

Disadvantage: Family Commitments - If you are not on Galactica, draw 1 fewer Skill Card during your Receive Skills step.

Setup Location: Admiral's Quarters

[Support] "Chief" Galen Tyrol

Skill Card Draw: 1 Politics, 2 Leadership, 2 Engineering

General Ability: Maintenance Engineer - During your turn, after you use a "Repair" Skill Card, you may take another action (once per turn).

Miracle Ability: Blind Devotion - Once per game, after cards have been added to a Skill Check (but before revealing them), you may choose a skill type. All cards of the chosen type are considered strength 0.

Disadvantage: Reckless - Your hand limit is 8 (instead of 10).

Setup Location: Hangar Deck

[Support] Anastasia "Dee" Dualla

Skill Card Draw: 1 Leadership, 3 Tactics, 1 Engineering

General Ability: Efficient - When you activate the "Communications" location, you may look at every civilian ship on the game board and may move any number of them.

Miracle Ability: Fast Learner - Once per game, before making a Skill Check, look at the top 3 cards of any Skill deck (even outside your Skill set) and add all of them either to the Skill Check or to your hand.

Disadvantage: Emotionally Fragile - When morale is reduced to 2 or less, you are executed. If you are human, do not lose 1 morale.

Setup Location: Communications

[Support] Callandra "Cally" Tyrol

Skill Card Draw: 1 Politics, 1 Leadership, 1 Tactics, 2 Engineering

General Ability: Quick Fix - On your turn, once all Skill Cards played into a skill check have been revealed, you may choose 1 card to discard before resolving skill check abilities and totaling strength.

Miracle Ability: Discharge of a Firearm - Action: Once per game, you may execute another character who is in your current location.

Disadvantage: Impulsive - you cannot contribute only 1 Skill Card into a skill check. You must either contribute no Skill Cards or contribute 2 or more Skill Cards. (Disregard this while you are in the “Brig”.)

Setup Location: Hangar Deck

[Support] Sherman "Doc" Cottle

Skill Card Draw: 1 Politics, 2 Tactics, 2 Engineering

General Ability: Treatment - Action: Choose a human player and draw 2 Skill Cards from his skillset. Then, give him 2 Skill Cards from your hand.

Miracle Ability: Quarantine - Action: Once per game, look at each civilian ship on the board. Choose 1 and draw a new civilian ship to replace it if possible. Shuffle the chosen ship back into the pile of unused civilian ships.

General Ability: Cult Leader - Action: Choose a player in the same location as you and either give him one of your miracle tokens or take his miracle token.

Miracle Ability: Broadcast - Action: Discard 3 miracle tokens to raise any resource by 2. You can have up to 3 miracle tokens.

Disadvantage: Spiritual Crisis - You cannot use an action printed on a "You are a Cylon" Loyalty Card unless you are in the "Brig".

Setup: Admiral's Quarters

[Cylon Leader] Cavil

Skill Card Draw: 1 Tactics, 1 Treachery/Engineering

General Ability: Primacy - Action: Place 1 Basestar in front of Galactica, or if all basestars are in play, you may remove 1 from the game board. You may then place 3 raiders in front of Galactica and 1 civilian ship behind Galactica.

Miracle Ability: Aggressive Tactics - Movement: Once per game you may take 2 Actions.

Disadvantage: Lies and Secrets - When a player reveals a "You are a Cylon" Loyalty Card, you must discard all Skill Cards in your hand.

Setup Location: Cylon Fleet

[Cylon Leader] Leoben Conoy

Skill Card Draw: 1 Politics, 1 Treachery/Engineering

General Ability: Glimpse the Face of God - Movement: Draw 2 cards from the top of the Destiny deck, then place 2 cards from your hand on the top of the Destiny Deck.

Disadvantage: Heretic - If you are on the "Resurrection Ship" location (but not the "Hub Destroyed" location), you must discard a Super Crisis Card to move to a different location.

Setup Location: Human Fleet

[Cylon Leader] Simon O'Neill

Skill Card Draw: 1 Engineering, 1 Treachery/Tactics

General Ability: Calculating - You may contribute 2 Skill Cards to skill checks, or 3 Skill Cards when Infiltrating. Disregard this ability while you are in the "Brig".

Miracle Ability: Modifications - Once per game, at the start of a player’s "Activate Cylon Ships" step, either choose a Cylon ship type to activate or launch raiders. Ignore any Activate Cylon Ships icons on the bottom of the Crisis Card.

Disadvantage: Logic-Bound - When you play any Skill Cards into a skill check, you must play one face up.

Setup Location: Cylon Fleet

[Cylon Leader] Aaron Doral

Skill Card Draw: 1 Treachery, 1 Politics/Tactics

General Ability: Industrious - While infiltrating, draw 2 extra Skill Cards on your turn instead of 1. Disregard this ability while you are in "Sickbay."

Miracle Ability: Meticulous - Once per game, when you use an action to end your Infiltration, you may move to any Cylon location and take another action instead of moving to the Resurrection Ship.

General Ability: For Love - Once per turn, when another player must discard 1 or more Skill Cards (except when discarding own to his hand limit), you may draw 1 Treachery Card to reduce the number of cards he discards by 1.

Location: Research LabBenevolent Result: Brilliant Scientist - You may look at 1 random Loyalty Card belonging to any player.Antagonistic Result: Odd Behavior - If distance is 7 or less, shuffle 1 "You are Not a Cylon" card into the Loyalty deck. Then draw 1 Loyalty Card. Otherwise, no effect.

Helena Cain

Location: CommandBenevolent Result: Uncompromising - You may choose another human character to be executed.Antagonistic Result: No Room For Mistakes - The Admiral is sent to the "Brig".

Brendan "Hot Dog" Costanza

Location: Weapons ControlBenevolent Result: Fearless Pilot - Choose 1 space area on the main game board and destroy 2 raiders in that area.Antagonistic Result: Troublemaker - Roll a die. On a 4 or lower, lose 1 morale.

Location: CommunicationsBenevolent Result: CIC Officer - Look at every civilian ship on the game board and then you may move any number of them to adjacent areas.Antagonistic Result: Despondent - Draw 2 trauma tokens.

Location: President's OfficeBenevolent Result: Religious Leader - Look at the top of the Crisis deck, and place it on the top or bottom of the deck.Antagonistic Result: Crisis of Faith - Draw 2 trauma tokens.

Location: ArmoryBenevolent Result: Loyal ECO - Look at the top card of the Destination deck and place it on the top or bottom of the deck.Antagonistic Result: Inexperienced Leader - Roll a die. On a 4 or lower, lose 1 population.

Location: Admiral's QuartersBenevolent Result: Savvy Manipulator - You may choose any human player to receive either the President or the Admiral title.Antagonistic Result: Bad Influence - You are sent to the "Brig".

Saul Tigh

Location: CommandBenevolent Result: Executive Officer - You may choose another character to send to the "Brig".Antagonistic Result: Heavy-handed - You are sent to the "Brig".

Location: Hangar DeckBenevolent Result: Senior Chief Petty Officer - Repair up to 2 locations on Galactica or up to 4 damaged vipers.Antagonistic Result: Depression and Anger - You are sent to the "Sickbay".

Location: AdministrationBenevolent Result: Bureaucrat - Draw 3 Quorum Cards, choose 1 to resolve and place the rest on the bottom of the deck (even if you are not President).Antagonistic Result: Calculating Cylon - Damage Galactica.

I've been away from some time, so if there are preferences as to which expansion(s) are used, preferred house rules, etc, do post them. Whichever garners the most enthusiasm from people will be used. I do this for you...and for my amusement as you turn on eachother at some point.

Sign up colorfully, if you'd please. Signups open for a week or so before we begin our journey.

I really really like daybreak, but since you haven't it any other scenario will do. I really prefear to play with the cylon fleet expansion, that will give cylons a real choice of what to do; if we don't than Pegasus should go away too, the two balance each other well. I like final five, but I don't particularly like Personal goals, humans have it bad enough without it, but If the others prefear them, I'm ok with them.

I've only ever played Pegasus, but I echo Preda's preference. I've always been curious to check out the cylon fleet mechanic. Also that Pegasus should only be present along with the Cylon fleet; it made things too easy without the added challenge.

Thumbs down vote to Cylon leaders, personal goals, and Nebula modules. Final Five doesn't seem that meaningful but it doesn't seem actively terrible like Cylon Leaders so if people who have used them want to go with them I'll roll with it.

We've 6 players now and we can add 1 more (or get in Void from reserve) but unless we want to play with Cylon leaders we can't play the 7 player variant. If we play the 6 player one without cylon leader, we have to use either the sympathiser/sympathetic cylon rule. Between the two I prefear sympathetic cylon a lot. I prefear even more Mutineer from daybreak if it's on the table.

How does the loyalty deck work out? From reading the Daybreak rulebook we have 2 cylons and a mutineer card?

How do mutineers work out? They draw another loyalty card and then regardless if they're human or cylon they walk around generating extra mutiny cards, which are bad?

Looks like the Mutineer replaces the Sympathizer (Daybreak page 6). Sympathetic Cylon is also not used (Daybreak page 16). For the Loyalty deck, it's 2x Cylon, 11x Not a Cylon (10 + 1 for using Exodus) , & 1x Mutineer.
If the Mutineer is human/unrevealed Cylon, yes.